Mechanics: Difference between revisions
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[[File:Mechanics image.png|thumb|342x342px|A [[Pocket]] attacking enemies from above.]] | [[File:Mechanics image.png|thumb|342x342px|A [[Pocket]] attacking enemies from above.]] | ||
[[File:Item build..png|thumb|342x342px|An [[Items|item]] build made for Yamato.]] | [[File:Item build..png|thumb|342x342px|An [[Items|item]] build made for Yamato.]] | ||
'''Mechanics''' in ''[[Deadlock]]'' are a combination of third-person-shooter and MOBA mechanics. Broadly speaking, the macro mechanics are that of a MOBA, whereas the micros are that of a TPS. | '''Mechanics''' in ''[[Deadlock]]'' are a combination of third-person-shooter and MOBA mechanics. Broadly speaking, the macro mechanics are that of a MOBA, whereas the micros are that of a TPS. | ||
=== Macros === | === Macros === |
Revision as of 19:18, 27 August 2024
Mechanics in Deadlock are a combination of third-person-shooter and MOBA mechanics. Broadly speaking, the macro mechanics are that of a MOBA, whereas the micros are that of a TPS.
Macros
- Laning
- The process of organizing players in the laning phase (see: Strategy).
- Team Composition
- The process of choosing which heroes to play.
- Item Management
- The process of forming an item build.
Micros
- Aim
- Movement
- The process of moving and positioning your hero.
- Can involve the use of zip-lines.
- Troop Management
Creep/troop denial is a crucial part of the game's laning phase and invoves shooting the souls of one's own trooper when they are killed. this prevents enemy laners from obtaing soul orbs by killing troopers.